The deck is incredibly explosive and can quite easily kill 4th or 5th turn with a Piledriver or two, Warchief, Siege-Gang Commander, and some others. Failing an explosive draw, the deck can use Skullclamp

to equip any of the deck’s 1/1 creatures and dig deep to find better creatures, and, later, a game-ending Patriarch’s Bidding. If a Warchief, Sharpshooter, and Prospector or Sledder are among the many creatures in your graveyard when you cast Bidding, odds are you will win that turn, as you can sacrifice your creatures to untap your Sharpshooter and kill your opponent. The deck does have several utility cards to deal with opposing creatures such as Sparksmith

. The deck wins a high percentage of its matches because it is incredibly fast and versatile in its threats, and is also remarkably resilient to mass removal because of Patriarch’s Bidding. The sideboard for this deck should solve any problems it might have with the other prominent decks in the format. If anyone plans on bringing a Goblin Bidding deck to Regionals, this is the sideboard I would recommend:

away your board. Overall, this deck is remarkably fast and hard to hate out as it can deal with board clearers quite easily, so it would most definitely be a strong choice to consider for Regionals on May 1st.

Some Goblin decks choose to drop black altogether and go straight for the jugular with more consistent fast draws. This version of the deck, although faster, is not as resilient to mass removal as it loses Bidding. Its game plan against Affinity and other Goblin decks remains the same: build up tons of Goblins, clear the board and swing for the kill. Against Slide and other control decks, the plan changes slightly as the deck no longer recovers quite as well from a Wrath of God

to allow for much faster mana development in the early game, which is critical as the deck does not recover terribly well after a board sweeper. You may notice that by cutting out the black, there is now room for artifact lands and Shrapnel Blast

is now included as well, as the RRR in the casting cost is no longer hard to come by in the early game. It is a true beat stick when it hits the table third turn. The deck removes some of its utility cards, the Gempalm Incinerator

, but odds are the deck is so fast that it would be unnecessary. In general, this deck is much faster than the Goblin Bidding deck, but it has much less staying power. It hopes to bust the doors down early and win before the opponent has much chance to realize what is happening, and is generally successful in doing so.

If you’re looking for a deck that has sheer speed and power that isn’t Affinity, then this is probably what you’re looking for. If you want something with slightly less speed, but much more late game power, then Goblin Bidding is more for you. Either choice would be a strong one in the current Type II metagame.

That’s all for this installment. Next time will most likely be my last article in the series and will focus primarily on Astral Slide